make more strings localizable
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@@ -100,14 +100,16 @@ struct MapDebugToDI
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};
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static MapDebugToDI g_Mappings;
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static LocalizedString IN_GAMEPLAY( "ScreenDebugOverlay", "%s in gameplay" );
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static LocalizedString OR( "ScreenDebugOverlay", "or" );
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static CString GetDebugButtonName( int i )
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{
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vector<CString> v;
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if( g_Mappings.debugButton[i].IsValid() )
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v.push_back( INPUTMAN->GetDeviceSpecificInputString(g_Mappings.debugButton[i]) );
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if( g_Mappings.gameplayButton[i].IsValid() )
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v.push_back( INPUTMAN->GetDeviceSpecificInputString(g_Mappings.gameplayButton[i])+" in gameplay" );
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return join( " or ", v );
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v.push_back( ssprintf(IN_GAMEPLAY.GetValue(),INPUTMAN->GetDeviceSpecificInputString(g_Mappings.gameplayButton[i]).c_str()) );
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return join( " "+OR.GetValue()+" ", v );
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}
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void ScreenDebugOverlay::Init()
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@@ -396,7 +398,7 @@ class DebugLineAutoplay : public IDebugLine
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virtual void Do( CString &sMessageOut )
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{
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PlayerController pc = (PlayerController)(PREFSMAN->m_AutoPlay+1);
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wrap( (int&)pc, NUM_PLAYER_CONTROLLERS );
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wrap( (int&)pc, NUM_PlayerController );
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PREFSMAN->m_AutoPlay.Set( pc );
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FOREACH_HumanPlayer(p)
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GAMESTATE->m_pPlayerState[p]->m_PlayerController = PREFSMAN->m_AutoPlay;
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@@ -661,7 +663,7 @@ class DebugLineWriteProfiles : public IDebugLine
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class DebugLineWritePreferences : public IDebugLine
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{
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virtual CString GetDescription() { return "Write Preferences"; }
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virtual CString GetDescription() { return WRITE_PREFERENCES; }
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virtual CString GetValue() { return NULL; }
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virtual bool IsEnabled() { return true; }
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virtual void Do( CString &sMessageOut )
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